Felinoid

Felinoid Traits

Mutant Type: Dexterity; Bio; +2 to bio overcharge
Skill Bonus: Gain a +4 bonus to Stealth checks
Catlike Reflexes: Gain a +2 bonus to Reflex
Feline Speed: +1 bonus to speed while wearing light or no armor.
Catfall: You take no damage from falls of 50 feet or less, and you always land on your feet.
Felinoid Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and you can shift 3 squares as a free action.

Felinoid Powers

SLASHING CLAWS Felinoid Novice
You rake your foe’s face with a lightning-fast flurry of razor-sharp claws.
At-Will @ Bio, Physical
Standard Action Melee 1
Target: One creature
Attack: Dexterity modifier + level vs. Reflex. Make the attack two times.
Hit (one attack): 1d6 + Dexterity modifier + twice your level physical damage.
Hit (both attacks): 2d6 + Dexterity modifier + twice your level physical damage, and the target is blinded until the start of your next turn.
POUNCE Felinoid Utility
Your springy muscles let you leap a long distance.
Encounter @ Bio
Move Action Personal
Effect: You jump a number of squares equal to your speed, either vertically or horizontally.
KILLING BITE Felinoid Expert
You bound upon your enemy and knock it to the ground, the you lock your jaws around it.
Encounter @ Bio, Physical
Standard Action Melee 1
Attack: Dexterity modifier + level vs. Reflex
Hit: 3d10 + Dexterity modifier + twice your level physical damage.
Effect: The target falls prone. If it stands up before the end of your next turn while you are adjacent to it, it takes 10 physical damage.
Special: When charging, you can use this power in place of a melee basic attack.

Felinoid

Fractured Worlds Fredryck